PERANCANGAN KAMPANYE SOSIAL DAMPAK GAME ONLINE BAGI REMAJA DI KOTA PALEMBANG

Authors

  • Sapar Junoko Universitas Indo Global Mandiri
  • Yosef Yulius Universitas Indo Global Mandiri
  • Didiek Prasetya Universitas Indo Global Mandiri

DOI:

https://doi.org/10.36982/jsdb.v5i2.1856

Abstract

Technological progress is something that can not be avoided in today's life. One of the results of technological
development is the internet, one of its benefits is as a means of entertainment, for example to play online games. Online
games themselves are not only played from computer games but can also be played on smartphones, online games are
much loved by teenagers because online games themselves are a means of entertainment for them but most teenagers
are addicted to playing online games. Online games themselves have positive and negative impacts, but if playing
excessive online games can have positive impacts which are definitely addicted to playing continuously. The main study
of this research focuses on the identification, analysis and design of Video Motion Graphic works and other supporting
media. This design uses premedia media planning methods, playing media and media follow-up. Data collected
through, observation, interviews, literature and website. The data is then identified, classified, selected, then analyzed
using the 5W + 1H method and interpreted according to the text and context. The design of the social media campaign
of the impact of online games for teens in the city of Palembang as a visual communication media which is part of the
design discussion. This design aims to encourage adolescents to reduce and reduce the number of addictions due to
online games especially teenagers in the city of Palembang in order to be able to balance between playing online games
and learning to get achievements in education.


Key word: Online Games, Motion Graphic Video, Social Campaign, Internet, Smartphone

Author Biographies

Sapar Junoko, Universitas Indo Global Mandiri

Program Studi Desain Komunikasi Visual

Yosef Yulius, Universitas Indo Global Mandiri

Program Studi Desain Komunikasi Visual

Didiek Prasetya, Universitas Indo Global Mandiri

Program Studi Desain Komunikasi Visual

References

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Masya Hardiyansyah. (2016). Faktor- faktor yang mempengaruhi perilaku gangguan kecanduan game online. Jurnal Perilaku kecanduan game online. Vol. 1 No.2:157-158.

Widjaja, Widya. (2016). Perkembangan game dari masa ke masa, Jurnal Perkembangan video game. Vol. 2 No.3:25-29.

https://kominfo.go.id/content/detail/12640/tentang- jumlah-pengguna-internet- 2017. Diakses pada 13 Maret 2019.

https://web.kominfo.go.id/sites/default/files/20170210-Indikator-TIK-2016-BalitbangSDM- Kominfo.pdf. Diakses pada 13 Maret 2019.

Yulius, Y. 2016. Peranan Desain Komunikasi Visual Sebagai Pendukung Media Promosi Kesehatan.Jurnal, Desain Dan Budaya, 1(2.)

https://Pinterest.com. Diakses pada 13 Oktober 2019.

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Published

2021-12-09

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